PalWorld-NetCrack/SDK/BP_AIAction_Invader_StandbyBaseCamp_functions.cpp
2024-01-22 14:43:11 +08:00

213 lines
12 KiB
C++

#pragma once
// Dumped with Dumper-7!
#include "../SDK.hpp"
namespace SDK
{
//---------------------------------------------------------------------------------------------------------------------
// FUNCTIONS
//---------------------------------------------------------------------------------------------------------------------
// BlueprintGeneratedClass BP_AIAction_Invader_StandbyBaseCamp.BP_AIAction_Invader_StandbyBaseCamp_C
// (None)
class UClass* UBP_AIAction_Invader_StandbyBaseCamp_C::StaticClass()
{
static class UClass* Clss = nullptr;
if (!Clss)
Clss = UObject::FindClassFast("BP_AIAction_Invader_StandbyBaseCamp_C");
return Clss;
}
// BP_AIAction_Invader_StandbyBaseCamp_C BP_AIAction_Invader_StandbyBaseCamp.Default__BP_AIAction_Invader_StandbyBaseCamp_C
// (Public, ClassDefaultObject, ArchetypeObject, WasLoaded, LoadCompleted)
class UBP_AIAction_Invader_StandbyBaseCamp_C* UBP_AIAction_Invader_StandbyBaseCamp_C::GetDefaultObj()
{
static class UBP_AIAction_Invader_StandbyBaseCamp_C* Default = nullptr;
if (!Default)
Default = static_cast<UBP_AIAction_Invader_StandbyBaseCamp_C*>(UBP_AIAction_Invader_StandbyBaseCamp_C::StaticClass()->DefaultObject);
return Default;
}
// Function BP_AIAction_Invader_StandbyBaseCamp.BP_AIAction_Invader_StandbyBaseCamp_C.SightCheckAndResponse
// (Protected, HasOutParams, HasDefaults, BlueprintCallable, BlueprintEvent)
// Parameters:
// enum class EPalAIResponseType Current (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool OverrideIsDamage (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool ChangeNextAction (Parm, OutParm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AController* CallFunc_GetController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class UPalCheatManager* CallFunc_GetPalCheatManager_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class UPalAISensorComponent* CallFunc_GetComponentByClass_ReturnValue (ZeroConstructor, InstancedReference, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_IsDisableEnemyEyeSight_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// TArray<class APalCharacter*> CallFunc_SightCheckAllPlayer_InSightPlayers (ReferenceParm)
// class APalCharacter* CallFunc_Array_Get_Item (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// int32 CallFunc_Array_Length_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_EqualEqual_IntInt_ReturnValue (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_AIAction_Invader_StandbyBaseCamp_C::SightCheckAndResponse(enum class EPalAIResponseType Current, bool OverrideIsDamage, bool* ChangeNextAction, class AController* CallFunc_GetController_ReturnValue, class UPalCheatManager* CallFunc_GetPalCheatManager_ReturnValue, class UPalAISensorComponent* CallFunc_GetComponentByClass_ReturnValue, bool CallFunc_IsDisableEnemyEyeSight_ReturnValue, TArray<class APalCharacter*>& CallFunc_SightCheckAllPlayer_InSightPlayers, class APalCharacter* CallFunc_Array_Get_Item, int32 CallFunc_Array_Length_ReturnValue, bool CallFunc_EqualEqual_IntInt_ReturnValue)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_Invader_StandbyBaseCamp_C", "SightCheckAndResponse");
Params::UBP_AIAction_Invader_StandbyBaseCamp_C_SightCheckAndResponse_Params Parms{};
Parms.Current = Current;
Parms.OverrideIsDamage = OverrideIsDamage;
Parms.CallFunc_GetController_ReturnValue = CallFunc_GetController_ReturnValue;
Parms.CallFunc_GetPalCheatManager_ReturnValue = CallFunc_GetPalCheatManager_ReturnValue;
Parms.CallFunc_GetComponentByClass_ReturnValue = CallFunc_GetComponentByClass_ReturnValue;
Parms.CallFunc_IsDisableEnemyEyeSight_ReturnValue = CallFunc_IsDisableEnemyEyeSight_ReturnValue;
Parms.CallFunc_SightCheckAllPlayer_InSightPlayers = CallFunc_SightCheckAllPlayer_InSightPlayers;
Parms.CallFunc_Array_Get_Item = CallFunc_Array_Get_Item;
Parms.CallFunc_Array_Length_ReturnValue = CallFunc_Array_Length_ReturnValue;
Parms.CallFunc_EqualEqual_IntInt_ReturnValue = CallFunc_EqualEqual_IntInt_ReturnValue;
UObject::ProcessEvent(Func, &Parms);
if (ChangeNextAction != nullptr)
*ChangeNextAction = Parms.ChangeNextAction;
}
// Function BP_AIAction_Invader_StandbyBaseCamp.BP_AIAction_Invader_StandbyBaseCamp_C.OnSquadMemberDeadEvent
// (Public, BlueprintCallable, BlueprintEvent)
// Parameters:
// struct FPalDeadInfo DeadInbfo (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor)
void UBP_AIAction_Invader_StandbyBaseCamp_C::OnSquadMemberDeadEvent(const struct FPalDeadInfo& DeadInbfo)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_Invader_StandbyBaseCamp_C", "OnSquadMemberDeadEvent");
Params::UBP_AIAction_Invader_StandbyBaseCamp_C_OnSquadMemberDeadEvent_Params Parms{};
Parms.DeadInbfo = DeadInbfo;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_AIAction_Invader_StandbyBaseCamp.BP_AIAction_Invader_StandbyBaseCamp_C.SoundEvent
// (Protected, BlueprintCallable, BlueprintEvent)
// Parameters:
// struct FVector EmitLocation (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_AIAction_Invader_StandbyBaseCamp_C::SoundEvent(const struct FVector& EmitLocation)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_Invader_StandbyBaseCamp_C", "SoundEvent");
Params::UBP_AIAction_Invader_StandbyBaseCamp_C_SoundEvent_Params Parms{};
Parms.EmitLocation = EmitLocation;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_AIAction_Invader_StandbyBaseCamp.BP_AIAction_Invader_StandbyBaseCamp_C.Fun_Damage_AIResponse
// (Private, BlueprintCallable, BlueprintEvent)
// Parameters:
// struct FPalDamageResult DamageResult (BlueprintVisible, BlueprintReadOnly, Parm, NoDestructor)
// class APalCharacter* TempTarget (Edit, BlueprintVisible, ZeroConstructor, DisableEditOnTemplate, NoDestructor, HasGetValueTypeHash)
// class APalCharacter* K2Node_DynamicCast_AsPal_Character (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// bool K2Node_DynamicCast_bSuccess (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class AController* CallFunc_GetController_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class UPalBattleManager* CallFunc_GetBattleManager_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// class APawn* CallFunc_K2_GetPawn_ReturnValue (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
void UBP_AIAction_Invader_StandbyBaseCamp_C::Fun_Damage_AIResponse(const struct FPalDamageResult& DamageResult, class APalCharacter* TempTarget, class APalCharacter* K2Node_DynamicCast_AsPal_Character, bool K2Node_DynamicCast_bSuccess, class AController* CallFunc_GetController_ReturnValue, class UPalBattleManager* CallFunc_GetBattleManager_ReturnValue, class APawn* CallFunc_K2_GetPawn_ReturnValue)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_Invader_StandbyBaseCamp_C", "Fun_Damage_AIResponse");
Params::UBP_AIAction_Invader_StandbyBaseCamp_C_Fun_Damage_AIResponse_Params Parms{};
Parms.DamageResult = DamageResult;
Parms.TempTarget = TempTarget;
Parms.K2Node_DynamicCast_AsPal_Character = K2Node_DynamicCast_AsPal_Character;
Parms.K2Node_DynamicCast_bSuccess = K2Node_DynamicCast_bSuccess;
Parms.CallFunc_GetController_ReturnValue = CallFunc_GetController_ReturnValue;
Parms.CallFunc_GetBattleManager_ReturnValue = CallFunc_GetBattleManager_ReturnValue;
Parms.CallFunc_K2_GetPawn_ReturnValue = CallFunc_K2_GetPawn_ReturnValue;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_AIAction_Invader_StandbyBaseCamp.BP_AIAction_Invader_StandbyBaseCamp_C.ActionTick
// (Event, Public, BlueprintEvent)
// Parameters:
// class APawn* ControlledPawn (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// float DeltaSeconds (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_AIAction_Invader_StandbyBaseCamp_C::ActionTick(class APawn* ControlledPawn, float DeltaSeconds)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_Invader_StandbyBaseCamp_C", "ActionTick");
Params::UBP_AIAction_Invader_StandbyBaseCamp_C_ActionTick_Params Parms{};
Parms.ControlledPawn = ControlledPawn;
Parms.DeltaSeconds = DeltaSeconds;
UObject::ProcessEvent(Func, &Parms);
}
// Function BP_AIAction_Invader_StandbyBaseCamp.BP_AIAction_Invader_StandbyBaseCamp_C.ExecuteUbergraph_BP_AIAction_Invader_StandbyBaseCamp
// (Final, UbergraphFunction)
// Parameters:
// int32 EntryPoint (BlueprintVisible, BlueprintReadOnly, Parm, ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// bool CallFunc_SightCheckAndResponse_ChangeNextAction (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
// class APawn* K2Node_Event_ControlledPawn (ZeroConstructor, NoDestructor, HasGetValueTypeHash)
// float K2Node_Event_DeltaSeconds (ZeroConstructor, IsPlainOldData, NoDestructor, HasGetValueTypeHash)
void UBP_AIAction_Invader_StandbyBaseCamp_C::ExecuteUbergraph_BP_AIAction_Invader_StandbyBaseCamp(int32 EntryPoint, bool CallFunc_SightCheckAndResponse_ChangeNextAction, class APawn* K2Node_Event_ControlledPawn, float K2Node_Event_DeltaSeconds)
{
static class UFunction* Func = nullptr;
if (!Func)
Func = Class->GetFunction("BP_AIAction_Invader_StandbyBaseCamp_C", "ExecuteUbergraph_BP_AIAction_Invader_StandbyBaseCamp");
Params::UBP_AIAction_Invader_StandbyBaseCamp_C_ExecuteUbergraph_BP_AIAction_Invader_StandbyBaseCamp_Params Parms{};
Parms.EntryPoint = EntryPoint;
Parms.CallFunc_SightCheckAndResponse_ChangeNextAction = CallFunc_SightCheckAndResponse_ChangeNextAction;
Parms.K2Node_Event_ControlledPawn = K2Node_Event_ControlledPawn;
Parms.K2Node_Event_DeltaSeconds = K2Node_Event_DeltaSeconds;
UObject::ProcessEvent(Func, &Parms);
}
}